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GPU: Added registers for min and mag texture filters and implemented them in the hw renderer.
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@ -460,6 +460,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
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auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
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// TODO: Apply the min and mag filters to the texture
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texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
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DebugUtils::DumpTexture(texture.config, texture_data);
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}
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